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Lecture 9 Prototyping Terry Winograd CS147 - Introduction to - - PowerPoint PPT Presentation
Lecture 9 Prototyping Terry Winograd CS147 - Introduction to - - PowerPoint PPT Presentation
Lecture 9 Prototyping Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006 CS147 - Terry Winograd - 1 Learning Goals Understand the uses of different
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Learning Goals
- Understand the uses of different types
- f prototypes for different kinds of
designs and be able to choose appropriately
- Know the basic techniques for low-
fidelity prototyping
- Be able to determine and apply the
relevant techniques for your project
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What is a Prototype?
- A representation of a design before
the final artifacts exist
- To evoke reactions from
stakeholders in the design process
–Designers –Users –Clients
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Uses of Prototypes
- Design by doing
– Clarify goals and requirements – “Reflective conversation with the materials”
- Give users the experience of use
– Look and feel
- Test specific aspects
– Compare alternatives – Make changes
- Show feasibility for buy-in
– Proof of concept – Manage expectations
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What to Prototype?
“…Prototypes provide the means for examining design problems and evaluating solutions. Selecting the focus of a prototype is the art of identifying the most important open design questions.”
Houde and Hill – What do Prototypes Prototype?
Design Process
OBSERVE VISUALIZE PROTOTYPE EVALUATE UNDERSTAND IMPLEMENT
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Iterative Prototyping
- Quality is a function of the number of
iterations and refinements a design undergoes before it hits the street.
- To get a good idea, get lots of ideas.
- Enlightened trial and error is better
than than the planning of a flawless intellect.
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FAIL EARLY
(Cost of failure vs. project time curve)
From Hans Haenlein, IDEO
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FAIL OFTEN
(Risk vs. iteration curve)
From Hans Haenlein, IDEO
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3 stages of prototyping
LOW RESOLUTION
project time EVOLVE VALIDATE # of ideas
prototype driven specs → HIGH RESOLUTION spec driven prototypes
INSPIRE
From Hans Haenlein, IDEO
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Designing the Prototype
- Choose what aspects to prototype
for relevance to your project goals
- Identify measurable design goals
- Good enough to provide feedback
but flexible enough for significant changes to be made down the line
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- Sketches
- Diagrams & Frameworks
- Hand Made Constructions
- Machined Constructions
- Virtual Models
- Graphics
- Packaging
- Spaces
- Role Play, Experiences
- Video
- …
What can be a Prototype?
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Prototypes
- Look like…
- Work like…
- Experience like …..
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PROTOTYPE RAPID
(IDEO “surgical tool”)
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PROTOTYPE ROUGH
Experience Prototyping
Jane Fulton Suri - IDEO
From Greenbaum and Kyng, Design at Work 1991
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Early Stage Prototypes
- Low Fidelity (Paper)
–Work with artifacts
- Skits / Informance
–Understand roles and context Focus on concepts, not detail Low investment in status quo Openness to change
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Storyboards
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Paper Prototype
http://www.mindspring.com/~bryce_g/projects/lo_fi.html
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Low-Fidelity Prototype
http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/
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Flipbook
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Flipbook
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Flow Diagrams
From a previous cs147 project…
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Be Clever About Faking It
- Device Mockups
– Palm, Utopia,..
- Device substitution
– PC prototype for small device – Tethers for wireless – Pager for defibrillator – …
- Wizard of Oz techniques
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Wizard of Oz
- Some aspects of interface are implemented
- Operation requires processing that is
actually done by a human, not directly visible to the user
- The “wizard” intervention needs to be
designed to be believable, both technologically and to the user
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Wizard of Oz for Multimedia Design (Oviatt)
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Fidelity is a Spectrum
- Medium fidelity
–Cleaned up but not decorated –Wireframes, Blocks, Greeking,…
Medium Fidelity Prototypes
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High Fidelity Tools
- Web
– FrontPage, GoLive, Dreamweaver,…
- Screen mockups
– Illustrator, Photoshop, PowerPoint,….
- Clickthroughs
– Flash, PowerPoint,…
- Graphic interface builders
– Visual Basic, Visual C#, … – Smalltalk, Lisp,… – Flash, Director,…
- Graphic toolkits
– Java JFC/Swing, TCL/TK, Prefuse,…
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Breadth vs. Depth
- Horizontal Prototype
–Top level –Basic features
- Vertical Prototype
–Path in depth –Clickthrough or interactive
- Combinations
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Web prototypes (Van Duyne)
- Industrial strength methods
- Artifacts